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Well, anything can be ruined by a pause at a bad moment, but it’s great when each individual player can decide for themselves whenever their circumstances requi
by drdaeman 2y ago
Well, anything can be ruined by a pause at a bad moment, but it’s great when each individual player can decide for themselves whenever their circumstances require interruption at the cost of potential experience disruption, or not.
I think it’s less about player experience, though, but more about save system complexity (how much data needs to be persisted), aka lower dev costs.
- johnnyanmac 2y agoDifficulty is a factor, sure. But Console TRCs (technical requirements Checklist) are very strict on a save/load system in each game. And if you don't pass a TRC you can't ship on console (usually... I'm sure greased hands happened with certain releases). It's complicated but also not a spot to skimp out on. So the incremental cost to design it as anytime isn't that much more than a checkpoint. Most modern games have pretty lax save systems anyway (basically anywhere that isn't a battle), so I feel it's becoming more of a moot problem.